Not to be a hater or anything, but watching your vids basically feels like one of those old macro-groups where one guy controls a bunch of bots on /follow, spamming AoE and heals.

But if thats the playstyle you like, all the power to you, I guess!

I bet the leader is having fun

I think its quite a common misunderstanding between both people who don't play the same playstyle as us and some who do that the lead is actually responsible for all calls etc

its actually more like sailing. As the lead you're there to help steer the group and direct the flow of the combat but actually everyone in the raid is responsible for making it happen as individuals. You can't micromanage everything or play peoples chars and if you did the performance would be way worse. People need to know the direction and objective. Not where to stand and what to do, this should come naturally to the people in raid.

By working together in this way to achieve a more challenging goal then you would be able to do solo/smallscale its generally fun for everyone involved in accomplishing it.

I dont doubt that it takes a lot of coordination to run a group like that, especially when facing other coordinated groups trying to counter your moves. Im not saying the people "following" are bots or anything, and im sure there are defined roles to fullfill in the group, but from an outsiders perspective, im not seeing it.

Personally i think they should redice the group-cap to 8 players to open up diversity of group-types, builds and the overall action we see in cyrodiil, but thats another story

The attitude of stacking ungrouped players and casual squads into one blob of like 40 to 50 would have to change though imo. Or else it will be organized groups of 8 being chased by 40 plus people and not groups of 16 to 20.

I can see the argument for a chicken/egg scenario though.

Are there 40 man blobs because thats what it takes for pugs to potentially wipe 16 man groups or are there 16 man groups because that's what it takes to wipe 40 man blobs.

There’s blobs on both sides, becuse despite what these guilds like to think, they’re never running with just 16 or 8 or 12 as they inevitably attract the rest of their faction. So they see 16 health bars and get tunnel vision like they’re the most amazing guild on earth when they wipe 20 of the opposing faction, but what they don’t see see are the extra 10-15 they drag along with them.

There’s blobs on both sides, becuse despite what these guilds like to think, they’re never running with just 16 or 8 or 12 as they inevitably attract the rest of their faction. So they see 16 health bars and get tunnel vision like they’re the most amazing guild on earth when they wipe 20 of the opposing faction, but what they don’t see see are the extra 10-15 they drag along with them. Guild groups are often straight up carried these days by sets like earthgore I can’t tell you the number of times I’ve coordinated a few ult dumps with a couple of people and there’s half a ball group laying on the floor about to die and then a couple of earthgores proc and there they go to full health. Not to mention most are built tanky and rely on AOE damage and ult dumps to do the work for them. I mean catch these players alone and most go down real fast. Guild groups like these rarely ever get attacked by an equal number of people at once, it’s typically a stream of pugs. Where as they’re frequently coordinating attacks on small clusters and solo players.

Fantasia had pretty much the same results with them that night. Army of the Packed are very wipeable on Shor when we aren't getting all the crashes and our skills actually fire. Seemed like Drac and Fantasia took turns wiping them over and over. We, very purposefully, stayed out of the fights y'all were having with them and it seemed as though y'all did the same for us. It was a fun night. We were outnumbered 2, 3 and 4 to 1 all night long.

Fantasia had pretty much the same results with them that night. Army of the Packed are very wipeable on Shor when we aren't getting all the crashes and our skills actually fire. Seemed like Drac and Fantasia took turns wiping them over and over. We, very purposefully, stayed out of the fights y'all were having with them and it seemed as though y'all did the same for us. It was a fun night. We were outnumbered 2, 3 and 4 to 1 all night long.

Fantasia had pretty much the same results with them that night. Army of the Packed are very wipeable on Shor when we aren't getting all the crashes and our skills actually fire. Seemed like Drac and Fantasia took turns wiping them over and over. We, very purposefully, stayed out of the fights y'all were having with them and it seemed as though y'all did the same for us. It was a fun night. We were outnumbered 2, 3 and 4 to 1 all night long.

yeh this was on Vivec during their normal mega lag blob time XD the biggest problem when you are fighting them is to actually make your character cast at least anything lol

Holding block while on the rocks was a nice little detail in this video that I enjoyed. Does jumping up and down on the flags really help flip them faster? Also, (and this might be a question for PMs) what are your thoughts on Aggressive Horn for a raid your size?

Holding block while on the rocks was a nice little detail in this video that I enjoyed. Does jumping up and down on the flags really help flip them faster? Also, (and this might be a question for PMs) what are your thoughts on Aggressive Horn for a raid your size?

Jumping idk it's just funny. It feels like it helps but then probs just keeps you more active so time passes.

Aggressive horn is decent but when you are trying to cut numbers it's kind of the first thing to cut because you don't have enough people to spare someone. In a larger raid it would likely be worth it if in a team which is organised enough to make use of it. I don't think it would help with pugs.

The rapids nerf was exactly as impactful as I expected it to be. I think the impact to gameplay has been beneficial. I fully expected groups to adapt, but doing so required the same kind of compromises smaller groups and ungrouped players were. Rapids was just too easy and effective.

Before, a member of a ball group circling a keep wall could fall off but get back to the group fairly easily with no inherent mobility or CC immunity tools slotted. Now, it's a little more challenging.

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The rapids nerf was exactly as impactful as I expected it to be. I think the impact to gameplay has been beneficial. I fully expected groups to adapt, but doing so required the same kind of compromises smaller groups and ungrouped players were. Rapids was just too easy and effective.

Before, a member of a ball group circling a keep wall could fall off but get back to the group fairly easily with no inherent mobility or CC immunity tools slotted. Now, it's a little more challenging.

For me the main impact of the rapids change is seeing more and more faction zergs. Groups don't leave their frontline as often and when they do its with more players. Personally this isn't a positive change I would rather see fights spread out around the map even if it means combat is easier for less experienced groups (because then groups could form to fight those etc..)